"Train harder!" - Ibuki Street Fighter V Discussion

How do you do the double bomb VTC combo? When go for the ex kunai > 2nd bomb it always drops, can’t get it to hit like sako is, whats the trick?

Spacing is very important and also timing. You have to use use lp + hp ex kunai. The most consistent way I’ve been getting it is doing the combo fast as possible into light command dash, then delay your kunai as much as possible.

I didn’t know there was different ex kunai’s, thanks I’ll give it a go

I also wondered the same but didnt get consistent results, since we are not sako and we are not super precise on timing, i made a different version of the combo that never drops but requires an extra kunai. The risk of dropping that ex kunai explosion is too much to depend on “precise timing” imo, let sako be sako! I guess

https://youtu.be/GB3lCaVY65c

I just use LK command dash instead of forward dash before the EX kunai during the Sako bomb reset. Timing seems much easier off that.

Has anyone found any good safe jump set ups with ibuki?

Same. However, in the end, the trick to doing the EX Kunai mid-air juggle is just to time the hit of the Kunai (not the bomb) right as they are about to hit the ground. A longer variation of this combo to do a full corner carry is to actually dash again do ANOTHER EX kunai juggle into bomb throw. For those looking to practice the EX Kunai juggle, I suggest giving it a whirl. In time you should come to realize how the opponent needs to be aligned for you to get the juggle, as the second EX Kunai juggle is a lot harder than the first.

Also, can I just say that I only just now realized that c.LP actually cancels into Kunai and it connects? Sadly, this doesn’t work at max range, but it’s still nice that I can do 2 c.LPs, into Kunai into bomb into what have you. I wish it worked after a MP (works if crouching), because that would have been super useful. Since the downside to MP confirms is that you generally lose access to bomb combos.

In other news, having looked over the frame data a little bit, it seems as though Ibuki’s buttons are… okay. As I suspected, she has no aerial attacks which change her hurtbox at all, Kunai included. Her glide has a MASSIVE hurtbox on it. Her j.LP, interestingly enough actually has the highest priority of her jumping normals, but it also struggles to even hit low enough on a jump-in to work.

Another interesting thing of note is that if Ibuki jumps using her HK command dash, she actually AVOIDS having SFV’s absurdly large extra fireball immune hurtbox. She actually has a hurtbox which matches what the hell is going on. I imagine once you press a button the huge hurtbox comes back, but still, it does mean that her command jump is a infinitely more evasive a jump option, and might throw some people off. Really sad Frame Trapped doesn’t work for me right now because I’m itching to do some tests to see how hitboxes match-up and align in certain match-ups.

Not safe jumps per-say, but I’ve been using a lot of safe Kunai setups, which mostly do lose to a DP, but beat everything else. The one I use the most, and one I recommend everyone here apply to their game against people without meterless DPs is just doing the MK target into command jump, into instant LP Kunai. It hits very meaty, and you can land and do a far range c.MP into EX Kunai to get a full combo or extend pressure if they block. I’ve been getting a lot of mileage out of this. The fact it hits so meaty means you get quite a bit of advantage out of it, and if they are crouching, or if they are Balrog (haven’t tested it on others), you can actually do the MK target again when landing, rinse repeat. Sort of reminiscent of relaunchers from 3S, but infinitely easier to stop.

I usually just do meaty kunai stuff for safe jump style pressure as well. DPs own it like you said, but otherwise works.

I’ll probably end up using Serp’s HK command dash method for now as it’s the easiest execution wise. Only issue is you have to burn 3 kunais instead of 2, so it’s a bit expensive on the weapon resource.

can anybody check if this setup can get blown up by mashing throw. because i am pretty sure you can throw ibuki out of her dash and bomb should explode during invul frames.
also i wonder how effective is it to just hold up if you are hit by it

throw has 5 frames of startup and the bomb explosion is meaty if done right.

The only reversals that get through are invincible ones like DPs and supers. That’s the only mashing that works. Luckily all DPs will fly in the wrong direction unless there’s some crazy way to auto correct it. Bison’s super hits both sides so that would be the only thing that WOULD work, but luckily command dash recovery is so quick that you can block it after the freeze.

https://www.youtube.com/watch?v=M_ZrFw_no1M&feature=youtu.be

Even if they block it right, the bomb and whatever button you hit creates a true block string so they basically have to V Reversal if they want anything close to an escape after.

Some nice resets, especially like the corner instant overhead https://youtu.be/uMrCHJ_w6MM

do you guys have youtube channels you’d like to share? I’m trying to peep all the ibuki footage I can

Quite mad right now. Haven’t been able to play because of health issues, so finally felt a bit better and I’m studying lp raida for setups and stuff… But it’s stupid because you can’t seem to get any good setups off of raida that don’t leave the opponent with at least 4 options, and that’s WHILE quick rising everytime:

Lp raida midscreen then dash:

St.mp beats 3 frame cr.lp so we can assume it beats all buttonsand I tested it and it beats backdashes as well. On hit this loops back into the bnb of (st.mp>st.lp xx lp raida>forward dash) indefinitely as long as it hits and the opponent quickrises

Ok cool, that’s our anti button/backdash option, it works against fast tech and fast buttons or backdash.

So then I looked at the same thing but instead of following up with st.mp, use a throw instead… And yep, it beats buttons as well, but loses to backdash… Ok that’s all good since our st.mp beats backdashes anyways.

So, just really one more thing to test… Walk backwards.

Well guess what? Walking backwards “beats” st.mp since it blocks it, and it beats throw because walks away from it.

So, now what does that leave us as far as blockbeaters go? Cr.mk? Yep that’s it. That’s all we get. Can’t combo off cr.mk, can’t even seem to v trigger combo off of it’s it is literally something the opponent will want to do nearly everytime once they learn about this defense. Even if just doing dash cr.mk everytime eventually makes the opponent pick a different option for defense, we still basically have to account for:

  1. Walk back
  2. Throw break
  3. Cr.lp
  4. Reversal
  5. Backdash

The walk back throws everything off because the only counter to it is a VERY low damage option.

So what does this mean?

We should basically treat the string like its a low damage extender. Instead of trying to make an actual blockbeater the threat, we have to make cr.mk the expectation. The st.mp,st.lk xx lp raida combo does 167. Add on a 60 damage “mixup” and we’ve done 237 damage. Once the opponent respects the cr.mk, that’s when we can get our mixup on.
The dash into cr.mk beats all options except reversal and crouchblocks.

So that’s bad news kinda.

But here’s some good news:

In the corner, the walk backwards strat loses to throw so the amount of option coverage we need to use is less.

At midscreen once again, if the opponent wakes up crouching a lot, it tells us that we can go for throws and other stuff. This strat is primarily to teach the opponent to crouchblock when waking from LP raida so we can get some decent mixups off in a crouching opponent.

you can v trigger cancel c.mk and combo into c.mp, you can also meaty c.lk with strict timing into s.lpxxspecial move, which I get quite a bit, easy confirm

That’s good to know :slight_smile: I honestly only tried it like twice got it blocked (or wiffed, can’t remember) and assumed it didn’t work as I had like 50 other things I needed to try out and program to be recorded etc :slight_smile:

Nice one man.
I was doing a different version with cr MP xx Fw hk after VT, because I wasn’t be able to do sako combo consistently.
This way requires one more kunai but is easy as pie.
Thanks.

I’m having a total mental block while playing Ibuki. I have the fear of pressing almost any button because they’re all so negative on block and therefore I spend most of my matches throwing f+HK, kunais and EX DPs when they get too close. The only thing I can do well is anti-airing since HK DP works like charm. I can’t even try to frame trap them with MP > MK to start the target combo because I know that if I miss the sequence.
It’s really hard to transition from characters whose normals are all positive on block like Laura or Vega to a character that is unsafe or at best neutral on almost everything. I find also hard not to rely on MP for everything since it’s such a powerful button for the other two characters.
The fact that I only find low rank Ken or Mika players with the usual scumbag tactics doesn’t help either, I get frustrated because I know very well how to punish them with my main and I end up switching back just to make them understand they can’t get away with that shit. I don’t wanna drop Ibuki though, she makes me wanna learn all her tricks, but I’m feeling lost in too many occasions.

@Skiegh, since you’re a Laura player too, how did you manage to make the transition to Ibuki? Are you winning with her?

Is there a follow up to ex dp xx ex air Kunai? Or is that just blowing 2 bars for real shitty damage?

I’m at work right now other wise I’d lab it. I just feel like there has to be some way to extend the combo if they only allow you to air Kunai after an ex dp

Kunai release. If you have v-trigger, you can do ex dp xx ex air kunai, neutral v-trigger, throw lp+mp ex kunai and kunai release for 338 dmg, not bad from a reversal ex dp.